wined3d: Do not use surface->resource.allocatedMemory.
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353b3ba6d3
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f6403b4ac0
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@ -519,7 +519,7 @@ static void surface_get_memory(const struct wined3d_surface *surface, struct win
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data->buffer_object = surface->pbo;
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return;
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}
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data->addr = surface->resource.allocatedMemory;
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data->addr = surface->resource.heap_memory;
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data->buffer_object = 0;
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return;
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}
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@ -572,7 +572,6 @@ static void surface_create_pbo(struct wined3d_surface *surface, const struct win
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/* We don't need the system memory anymore and we can't even use it for PBOs. */
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if (!(surface->flags & SFLAG_CLIENT))
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wined3d_resource_free_sysmem(&surface->resource);
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surface->resource.allocatedMemory = NULL;
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surface->flags |= SFLAG_PBO;
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context_release(context);
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}
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@ -585,13 +584,12 @@ static void surface_prepare_system_memory(struct wined3d_surface *surface)
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if (!(surface->flags & SFLAG_PBO) && surface_need_pbo(surface, gl_info))
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surface_create_pbo(surface, gl_info);
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else if (!(surface->resource.allocatedMemory || surface->flags & SFLAG_PBO))
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else if (!(surface->resource.heap_memory || surface->flags & SFLAG_PBO))
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{
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/* Whatever surface we have, make sure that there is memory allocated
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* for the downloaded copy, or a PBO to map. */
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if (!surface->resource.heap_memory && !wined3d_resource_allocate_sysmem(&surface->resource))
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if (!wined3d_resource_allocate_sysmem(&surface->resource))
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ERR("Failed to allocate system memory.\n");
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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if (surface->flags & SFLAG_INSYSMEM)
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ERR("Surface without memory or PBO has SFLAG_INSYSMEM set.\n");
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@ -623,7 +621,6 @@ static void surface_evict_sysmem(struct wined3d_surface *surface)
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return;
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wined3d_resource_free_sysmem(&surface->resource);
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surface->resource.allocatedMemory = NULL;
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surface_invalidate_location(surface, SFLAG_INSYSMEM);
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}
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@ -838,7 +835,7 @@ static BYTE *surface_map(struct wined3d_surface *surface, const RECT *rect, DWOR
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return ret;
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}
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return surface->resource.allocatedMemory;
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return surface->resource.heap_memory;
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default:
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ERR("Unexpected map binding %s.\n", debug_surflocation(surface->map_binding));
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@ -1296,12 +1293,10 @@ static void surface_remove_pbo(struct wined3d_surface *surface, const struct win
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ERR("Surface %p has heap_memory %p and flags %#x.\n",
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surface, surface->resource.heap_memory, surface->flags);
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, surface->pbo));
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checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, surface->pbo)");
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GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0,
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surface->resource.size, surface->resource.allocatedMemory));
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surface->resource.size, surface->resource.heap_memory));
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checkGLcall("glGetBufferSubDataARB");
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GL_EXTCALL(glDeleteBuffersARB(1, &surface->pbo));
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checkGLcall("glDeleteBuffersARB");
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@ -1312,27 +1307,17 @@ static void surface_remove_pbo(struct wined3d_surface *surface, const struct win
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static BOOL surface_init_sysmem(struct wined3d_surface *surface)
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{
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if (surface->resource.allocatedMemory)
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{
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memset(surface->resource.allocatedMemory, 0, surface->resource.size);
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}
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else if (!surface->user_memory)
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{
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if (!surface->resource.heap_memory)
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{
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if (!wined3d_resource_allocate_sysmem(&surface->resource))
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{
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ERR("Failed to allocate system memory.\n");
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return FALSE;
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}
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}
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else if (!(surface->flags & SFLAG_CLIENT))
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{
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ERR("Surface %p has heap_memory %p and flags %#x.\n",
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surface, surface->resource.heap_memory, surface->flags);
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}
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if (surface->user_memory)
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return TRUE;
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surface->resource.allocatedMemory = surface->resource.heap_memory;
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if (surface->resource.heap_memory)
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{
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memset(surface->resource.heap_memory, 0, surface->resource.size);
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}
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else if (!wined3d_resource_allocate_sysmem(&surface->resource))
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{
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ERR("Failed to allocate system memory.\n");
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return FALSE;
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}
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return TRUE;
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@ -1511,7 +1496,7 @@ static BYTE *gdi_surface_map(struct wined3d_surface *surface, const RECT *rect,
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return surface->user_memory;
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case SFLAG_INSYSMEM:
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return surface->resource.allocatedMemory;
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return surface->resource.heap_memory;
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default:
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ERR("Unexpected map binding %s.\n", debug_surflocation(surface->map_binding));
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@ -2133,23 +2118,19 @@ static void surface_allocate_surface(struct wined3d_surface *surface, const stru
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if (gl_info->supported[APPLE_CLIENT_STORAGE])
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{
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if (surface->flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
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|| !surface->resource.allocatedMemory)
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|| !surface->resource.heap_memory)
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{
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/* In some cases we want to disable client storage.
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* SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
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* SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
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* SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
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* allocatedMemory == NULL: Not defined in the extension. Seems to disable client storage effectively
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* heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively
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*/
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surface->flags &= ~SFLAG_CLIENT;
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}
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else
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{
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surface->flags |= SFLAG_CLIENT;
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/* Point OpenGL to our allocated texture memory. Do not use
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* resource.allocatedMemory here because it might point into a
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* PBO. Instead use heap_memory. */
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mem = surface->resource.heap_memory;
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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@ -2735,7 +2716,6 @@ HRESULT CDECL wined3d_surface_update_desc(struct wined3d_surface *surface,
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}
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surface->flags &= ~SFLAG_LOCATIONS;
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surface->resource.allocatedMemory = NULL;
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wined3d_resource_free_sysmem(&surface->resource);
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surface->resource.width = width;
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@ -3891,10 +3871,6 @@ void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back)
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front->dib.bitmap_data = back->dib.bitmap_data;
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back->dib.bitmap_data = tmp;
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tmp = front->resource.allocatedMemory;
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front->resource.allocatedMemory = back->resource.allocatedMemory;
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back->resource.allocatedMemory = tmp;
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tmp = front->resource.heap_memory;
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front->resource.heap_memory = back->resource.heap_memory;
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back->resource.heap_memory = tmp;
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@ -6405,9 +6381,6 @@ static HRESULT surface_init(struct wined3d_surface *surface, struct wined3d_text
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if (lockable && (desc->usage & WINED3DUSAGE_RENDERTARGET))
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surface->flags |= SFLAG_DYNLOCK;
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TRACE("surface %p, memory %p, size %u\n",
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surface, surface->resource.allocatedMemory, surface->resource.size);
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/* Call the private setup routine */
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hr = surface->surface_ops->surface_private_setup(surface);
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if (FAILED(hr))
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@ -682,10 +682,6 @@ static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const REC
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front->dib.bitmap_data = back->dib.bitmap_data;
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back->dib.bitmap_data = tmp;
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tmp = front->resource.allocatedMemory;
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front->resource.allocatedMemory = back->resource.allocatedMemory;
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back->resource.allocatedMemory = tmp;
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if (front->resource.heap_memory)
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ERR("GDI Surface %p has heap memory allocated.\n", front);
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